몬스터용 데이터파이프라인 개선
애니메이션 컨트롤러 및 모델 설정 기능 추가 몬스터용 애니메이션 컨트롤러 생성
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148
Assets/Scripts/MonsterAnimationController.cs
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148
Assets/Scripts/MonsterAnimationController.cs
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.AI;
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namespace Northbound
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{
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[RequireComponent(typeof(Animator))]
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[RequireComponent(typeof(EnemyAIController))]
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public class MonsterAnimationController : NetworkBehaviour
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{
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[Header("Animation Parameters")]
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[Tooltip("Speed parameter name in Animator")]
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public string speedParam = "Speed";
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[Tooltip("Attack trigger parameter name in Animator")]
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public string attackTriggerParam = "Attack";
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[Tooltip("IsMoving bool parameter name in Animator")]
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public string isMovingParam = "IsMoving";
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[Header("Settings")]
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[Tooltip("Auto-load animator controller from MonsterData")]
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public bool autoLoadFromMonsterData = true;
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[Tooltip("Debug logging")]
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public bool debugLogging = false;
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private Animator _animator;
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private EnemyAIController _aiController;
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private NavMeshAgent _agent;
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private NetworkVariable<float> _networkSpeed = new NetworkVariable<float>(
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0f,
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NetworkVariableReadPermission.Everyone,
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NetworkVariableWritePermission.Server
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);
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private NetworkVariable<bool> _networkIsMoving = new NetworkVariable<bool>(
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false,
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NetworkVariableReadPermission.Everyone,
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NetworkVariableWritePermission.Server
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);
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public override void OnNetworkSpawn()
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{
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base.OnNetworkSpawn();
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_animator = GetComponent<Animator>();
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_aiController = GetComponent<EnemyAIController>();
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_agent = GetComponent<NavMeshAgent>();
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_aiController.OnAttackPerformed += HandleAttackPerformed;
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if (autoLoadFromMonsterData)
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{
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LoadAnimatorController();
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}
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}
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public override void OnNetworkDespawn()
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{
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if (_aiController != null)
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{
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_aiController.OnAttackPerformed -= HandleAttackPerformed;
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}
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base.OnNetworkDespawn();
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}
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private void HandleAttackPerformed(GameObject target)
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{
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if (!IsServer) return;
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TriggerAttackClientRpc();
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if (debugLogging)
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Debug.Log($"[MonsterAnimationController] Triggered attack animation for {target.name}", this);
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}
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private void LoadAnimatorController()
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{
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var monsterDataComponent = GetComponent<MonsterDataComponent>();
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if (monsterDataComponent != null && monsterDataComponent.monsterData != null)
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{
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string animatorPath = monsterDataComponent.monsterData.animationControllerPath;
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if (!string.IsNullOrEmpty(animatorPath))
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{
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RuntimeAnimatorController controller = Resources.Load<RuntimeAnimatorController>(animatorPath);
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if (controller != null)
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{
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_animator.runtimeAnimatorController = controller;
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if (debugLogging)
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Debug.Log($"[MonsterAnimationController] Loaded animator from {animatorPath}", this);
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}
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else if (debugLogging)
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{
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Debug.LogWarning($"[MonsterAnimationController] Could not load animator from {animatorPath}", this);
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}
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}
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}
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}
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private void Update()
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{
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if (!IsSpawned) return;
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if (IsServer)
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{
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UpdateServerSide();
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}
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UpdateClientSide();
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}
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private void UpdateServerSide()
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{
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if (_agent == null) return;
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float currentSpeed = _agent.velocity.magnitude;
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bool isMoving = currentSpeed > 0.1f && _agent.isOnNavMesh && !_agent.isStopped;
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_networkSpeed.Value = currentSpeed;
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_networkIsMoving.Value = isMoving;
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}
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private void UpdateClientSide()
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{
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if (_animator == null) return;
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_animator.SetFloat(speedParam, _networkSpeed.Value);
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_animator.SetBool(isMovingParam, _networkIsMoving.Value);
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}
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[Rpc(SendTo.ClientsAndHost)]
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private void TriggerAttackClientRpc()
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{
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if (_animator != null)
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{
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_animator.SetTrigger(attackTriggerParam);
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}
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}
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public void ResetAttackTrigger()
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{
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if (_animator != null)
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{
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_animator.ResetTrigger(attackTriggerParam);
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}
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}
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}
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}
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